private BackgroundObject placeOnRandomLayer(BackgroundObject bgObject)
        {
            // Layer 1 is the foremost, layer 3 is the furthest away
            int randomLayer = RandomHandler.GetRandomInt(1, 3);

            bgObject.Speed = 4 - randomLayer;

            float yPos = yCreationPos[3 - randomLayer],
                  layerDepth = 1f;

            bgObject.Move(xCreationPos, yPos);

            switch (randomLayer)
            {
                case 1: layerDepth = 0.1f;
                        break;
                case 2: layerDepth = 0.3f;
                        break;
                case 3: layerDepth = 0.9f;
                        break;
            }
            bgObject.LayerDepth = layerDepth + RandomHandler.GetRandomFloat(0.001f);
            //bgObject.ScaleFactor = scaleValues[randomLayer - 1];

            /*float scaleFactor = 0f;
            switch (randomLayer)
            {
                case 1: scaleFactor = 0.75f; break;
                case 2: scaleFactor = 1f; break;
                case 3: scaleFactor = 1.25f; break;
            }*/
            bgObject.ScaleToTheBeat = scaleValues[randomLayer - 1];

            return bgObject;
        }
        private void createFog()
        {
            for (int i = 0; i < 3; i++) {
                fog = new BackgroundObject();

                fog.Texture = fogTextures[0];
                fog.Width = fog.Texture.Width;
                fog.Height = Controller.TOTAL_HEIGHT;
                fog.Color = Color.White;

                fog.Active = true;

                float layerDepth = 0f;
                switch (i)
                {
                    case 0: layerDepth = 0.19f; break;
                    case 1: layerDepth = 0.59f; break;
                    case 2: layerDepth = 0.99f; break;
                }

                fog.LayerDepth = layerDepth;
                fog.Speed = 0f;
                fog.ScaleFactor = 1f;
                fog.IsFog = true;

                fog.Move(0, 0);

                bgSprites.Add(fog);
            }
        }